Noticed this plenty of times now, I get stuck in my own ship core when I leave it (although there's plenty of space around it). However, after entering/exiting again it's fine and I get placed correctly, it stays fine like that till I unload/load that entity again. Then the 1st time I exit it it will most likely get me stuck again.
Description
Details
- Commits
- Restricted Diffusion Commit
- Task Type
- Bug
- Affected Gamemode(s)
- Single and Multi
- Reproducible
- Yes
- Last tested (version)
- 0.197.51 rel
- Category
- Astronaut
- First occurrence (version)
- 0.19460 (Dev) (wild guess)
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- uncertain
- URL to Starmadedock thread
- https://starmadedock.net/threads/getting-stuck-in-things-getting-out-of-the-core-and-other-blocks.24830/
- Put some blocks down right next to your ship core, at the z-/z+ axis side.
- Enter a new sector (anything should trigger it, jump drive, warp gate, admin command, flying), the ship doesn't need to move, it's the astronaut that matters.
- Get back in that ship, leave it
- Get stuck
not fixed
My lower half gets stuck if I try to exit after any sector change with this ship design
When exiting a block or re-spawning, the exit does not check for a 2 block high space to place the player, leading to being placed with the players head stuck in a block.
https://youtu.be/CSOke1At9yw
Partial fix
Getting stuck in a core or undeathinator no longer relies on a player changing sectors, however, the exit/respawn behavior does not check for clearance suitable to spawn the player and will spawn the player in the first single block open space available. This leads to a player potentially getting stuck between the core and the ceiling of the core room if 1 block space is available above the core.
Also for whatever reason the up arrow key will not engage the "stuck" protection.
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Related Objects
Event Timeline
-Confirmed-
It's fairly recent, and game breaking from time to time if you get stuck in the shipcore but you can't enter it anymore by looking at it. (That's I think another issue: T645)
I have noticed this too. I am able to get out by "r"'ing the core and then hitting r again. But since you cant see the core, it becomes tricky..
helps if u have a computer or build block next to the core to enter after getting out of the core
-QA Testing-
It's a better now I think, but it still happens unfortunately.
More information:
- Leaving a ship immediately after a sector change or a /change_sector is a good way to reproduce it consistently.
- The game always puts you behind the shipcore (negative z-axis) in those cases, if that's blocked by a single block. You're going to end up in it.
Note: make sure that right behind the shipcore are a few blocks else you'll most likely not get stuck trying to reproduce it.
Lowering priority since now you can remove/use blocks again if you're camera is inside one.
I can also confirm that this is happening in the latest update (0.19488).
Pretty much the entire MushroomFleet server is shaking an angry fist at their core every time they go beyond sector boundaries. Quite repro'able.
This also causes problems with spawning at undeathinators that have blocks next to them in the -z direction.
https://youtu.be/iPjsbPx1a6g
Raising priority due to undeathinators not being escapable through the same methods as a core and sometimes requiring admin intervention as respawning will not save you neither will relogging.
Between this and getting thrown in strange directions into your ships superstructure when leaving the core some days you want to throw something thru the screen, especially when the constantly repeated "just sit down first" not only doesn't always work but isn't always possible re:turrets.
And by the by, just because you *can* sometimes burn your way out of inside a block is (IMO)*not* a good reason to not make fixing this a priority.
SUGGESTION
Re-color/change transporter pad and make it into a spawn point. C + V link Ship Core or Undeathinator to spawn pad, spawn or leaving core puts you on top of the pad. Now all we would have to do is make sure t here is a 2 block high open spot above the spawn pad.
Since 498 patch getting stuck in core has for me become a almost sure thing, if I'm lucky I can get back in and then out to get free but OMG its tiresome.
I don't know if this will help but I've noticed that if after I enter an entity for the first time and enter the core, immediately exit (into stuck mode of course) re-enter the core from stuck then exit again (not stuck) I can enter and exit the core as often as I like without getting stuck again as long as I don't leave the entity itself.
Can happen with build blocks too, not just ship cores. esp. if the build block has no space above it (even with plenty of space to the lower sides)
-QA Testing-
Still happens for some entities after a sector change (crossing it, using jumpdrive, using admin command,...)
Blueprint for a ship that gets it:
fixed remaining issue. flag to not do a collision check is removed if player enters a ship
-QA testing-
not fixed
My lower half gets stuck if I try to exit after any sector change with this ship design
When exiting a block or re-spawning, the exit does not check for a 2 block high space to place the player, leading to being placed with the players head stuck in a block.
-QA testing-
Partial fix
Getting stuck in a core or undeathinator no longer relies on a player changing sectors, however, the exit/respawn behavior does not check for clearance suitable to spawn the player and will spawn the player in the first single block open space available. This leads to a player potentially getting stuck between the core and the ceiling of the core room if 1 block space is available above the core.
Also for whatever reason the up arrow key will not engage the "stuck" protection.
This bug seems to specifically occur if there is a 1 block high space directly above or behind the core, but never seems to occur with 1 block spaces directly in front of or below the core (in my experience) could be that its only occuring if the space is on a negative axis.